ummm a big thanks pasha, but i have a very limited knowledge about using script.i understand how to save the first code as .mcr.The part that i don't understand is the second part how to execute the code. is there any site out there that can help me learn the basic of "what to do" when someone gave me script like this?…
Mirror mode is not a cure for a situation, when there is a topology mismatch or the mesh is simply asymmetric! I was very angry then I couldn't simply copy a weight of a specific vertex to memory but paste it to the arbitrary vertex on the opposite side of the model - max simply can't do that - the weight contains the…
hi everyone i have a question.How to mirror a specific area while in skin mode.lets say i have a character which is the body is not symmetry but the face is symmetry.i already done skinning the whole body now I'm moving to facial rigging.I'm using Max 2009 by the way.THX.
The main feature of my script is that you can mirror biped weights but simple bones hierarchy as well. Sometimes putting script in Max's home dir makes script not recognized/loaded (i had some issues) the try directory C:\Users\<account name>\AppData\Local\Autodesk\3dsmax\200x - xxbit\enu\UI\usermacros
hi funky, i already tried your flow, and here's what I've got.after i mirror it, my mesh (just the face part) does not follow the opposite weight.the vert goes every where.have you encounter this kind of problem before? edit i already reset xform and repeat the process.but it still does not follow the opposite weight
Sorry man I got the sense from the OP that he has already skinned the asymmetrical body, and was moving onto the symmetrical face, hence the request for info about mirroring specific verts. That's an interesting script. i wonder if the weight tool's copy/paste could be made to work this way and copy mirrored. :)
I'm a big fan of adding asymmetry after the fact and depending on the project, the object, the engine and the technical artists involved it be done a few ways. The straight max method is to create a symmetrical mesh, skin it and deform it after skin either by adding a edit poly on top and being careful not to add/remove…
Sometimes you have deal with an asymmetric mesh with asymmetric topology. And there's nothing you can do to make it symmetrical )) But morphing AFTER skinning is a good ideal =) Sometimes it seems to be applicable! I'll try transmographer - thank for pointing it out!